Luke's Shadow in the Sky Thread (PFRPG) (Inactive)

Game Master Luke

The first installment of the Second Darkness Adventure Path.


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Brenin looks into the tunnel on the left and pauses to consider his options. Probably something nasty and mean lives down there. Best to keep moving down the main tunnel and hope it doesn't notice us. He shrugs and continues down the right.


Always go left, that's my policy anyway


I've been wrong before...but I'll never admit to it if put to the question. :) We could send Kwava down there with a torch and see if he makes it back.


At our table game, Melissa and I usually go left, HOWEVER, in this case...

"It's a stinky, smelly side passage. If you want to crawl around in there, my brother, have at it. I'm sticking to the main passage. Still stinky, but more head room." Lia shakes her head and thinks to herself, "I could have been in town, contemplating someone drunk with deep pockets, but no, I'm in a hole in the ground picking the lesser of two stinky evils. Please, someone bash me over the head!


Yea T that passage looks bad. I think it might be where our creature friend lived. Just in case they come in pairs, lets head out.


"As you wish my lovelies, right it is"


Tale of Days Current Battlemap City Map

The main passage twists its way deeper into the soggy earth. The floor and walls alternate between sharp limestone passages and root clogged dirt tunnels. It is a tight, dirty, and insect-filled journey that slopes ever downward. With each step, you're acutely aware that the climb back to open air gets that much longer.

Brenin:
From around the next bend spreads a diffuse purple light that reflects wierdly off the glistening rock walls here. There's also a distinctive and increasingly foul odor.


For DM:
I motion back to Rees to have the group stop, then to come up here with me by herself.


Tale of Days Current Battlemap City Map

Brenin and Rees:

You sly dog - are you finally going to make a move on Trystan's action? Can't say as I blame you... I find the barbed tail an attractive feature too.

A composite map of the underground is here.

Brenin makes a smooth hand jive worthy of a madonna dance routine (really guys, do you know sign language or what?) that somehow conveys that Rees is supposed to join him by herself.

Around the corner is a narrow cave filled with softly glowing fungi. The smell here is a wretched combination of death and rotten eggs. Spicy and nauseating at the same time. The cave narrows beyond the patch of fungus then appears to open up into a larger chamber beyond that has no discernible light.


For DM and Rees:

Nice interactive map!

Brenin whispers to Rees, "This looks bad. Maybe our elf friend knows something about this. If not, I'll see what I can make of it. Let's go back and tell the others."

Rees...you got any ideas?


Yea Brenin, lets see what are friends think. we tell you what is hiding behind those spoilers. It seems ominous to me. Usually fire works well on all manner of stuff. We could try to burn it or we can walk right through and hope whatever it is doesn't sense us. Does anyone remember why we came here???


For the Moms:
Happy Mother's Day!


"I'm pretty sure we came down here to die my sweet" say Tryst full of sarcasm and a wry smile for the party. Shifting gears he directs a deadly serious glare in the direction of Kwava. "Hey "friend". If any one of my family gets hurt for the favor we are doing you here, the drow b!tch is going to be the least of your worries. You should be at point with our man, night vision or no."

Sense Motive 1d20 + 8 ⇒ (19) + 8 = 27

Happy Mother's Day ladies. Have a margarita or seven.


Trystan, vent your spleen not too hard against our pointed eared friend here. Kwava, what is this dark b$$%%'s connection to the blot that darkens the sky? I have no love for the dark creatures that corrupt this land and would be happy to end this dark one, but we are seeking answers to the evil that seems to seeking a hold in the world.

I don't know that we need to burn this mild bt of nastiness if our relative silence might aid our endeavors.

What are we walking towards, elven friend? Some insights would be as welcome as flowers to the deathly stink of this place.

Brenin, does your deep knowledge lend any warnings of these fungusnand dread growths?


I doubt it. DM, what say you? I've got a +5 in Nature. Am I going to have to be near these things to try and make a determination on what they are or if they emit poisonous fumes/spores...or is that something I can attempt from the safety of just within sight of them.


Tale of Days Current Battlemap City Map

Damn guys, I've been getting my arse kicked by work lately. The ladies know the truth of it. I apologize for the long silences.

Kwava listens to the description of what's ahead, then inches forward for a brief peek himself. He returns very quietly indeed.

"There's something moving around in that far cave. Something breathing. I don't know the danger posed by the fungi, but I'm willing to be the first to move through them to get to the drow and find out what she's doing here."

"There cannot be a darklands road here - so close to the city - or it would be known. So she's not emerged locally, but is here for a reason. The drow dwell in chambers deep below the earth - they despise the surface world and the sun that lights it. She will not be here accidentally."

"Based on our proximity to the old human relic outside, it's probably connected to the Cyphergate." The Cyphergate rises out of a rocky knoll at the head of the swamp, some small distance to the north of the sinkhole where you entered.

"The connection with blot comes from the meet that your group broke up between Rondo and the drow. The wizard thought the two phenomena were connected. It certainly sounds plausible to me."

He looks around at the lot of you in the glare and heat of the close-held torch, trying to read your faces. "Obviously there's more, but this is not the place for it, and none of the other information I have is going to help us with her."

"It's my duty to try and take her and so I am trying it. None of you share that duty and I cannot pay you with anything more than a claim to the items she carries. And the gratitude of a society that I belong to, for whatever that's worth."

Per Sense Motive, he seems sincere enough.

On the Knowledge(nature) check, the DC will just increase if you're trying to examine the mushrooms from afar. Go ahead and roll.


"Alright, I'll check it out. Stand close enough to hear my agonizing death if something goes wrong."

Although Brenin is at home outside, this cave is more akin to the murk of the city, maybe worse. Kill this b!tch and get out of here.

Perception check is 1d20 + 7 ⇒ (11) + 7 = 18. Stealth is 1d20 + 6 ⇒ (7) + 6 = 13. Nature check is 1d20 + 5 ⇒ (12) + 5 = 17.

I'll move to 3,3.


Tale of Days Current Battlemap City Map

The map is a labor of love. Thx.

The mushrooms do not zap Brenin or implant him with any alien spores. They just sit there and glow softly, and this is only one or two of them. There's all kinds of fungi here and none of them look familiar. But it does seem like an unnaturally dense patch of fungus for this one cave. Maybe they're attracted to the smell.

Kwava flanks Brenin by following the left wall. He crouches low behind a large toadstool and peers into the chamber beyond, bow prepared.


Well since I'm not dead yet and I haven't seen anything, I'll keep sneaking around the room around the right wall.


Tale of Days Current Battlemap City Map

As Brenin advances his view of the next chamber widens a bit. The room's bisected by a 3-5' ledge, the far end of the chamber is higher than the near. The floor is rough and in a couple of places wet. Stalagmite columns form the back wall, but it's impossible to tell anything definite about the back of the chamber since it's higher than Brenin's vantage.

Crouched on the ledge is a wiry lizard man holding a crude spear. He notices Brenin's shadow in the soft light at the same moment that Brenin spots him. He barks in surprise and takes up his weapon.

Roll initiative.


Initiative is 1d20 + 3 ⇒ (12) + 3 = 15.

Here we go.


Initiative 1d20 + 2 ⇒ (18) + 2 = 20

Trystan levels his bolt on the hideous reptilian and manuevers for the best possible shot.

Anyone care to count back over the last few months of posts and find out what spells I've used and how many channels I have left for the day? Really appreciate it..


Tale of Days Current Battlemap City Map

Know(nature) DC 17:
The lizard guy is a troglodyte - a smelly breed of lizard man that lives underground.

Brenin needs to pass a DC 13 Fortitude save versus nausea as the monster springs down from the ledge and stands in the center of the room (14,6).

Monster's init is 17. Only Brenin and the lizard act in the surprise round. Brenin is up.


How bad does this guy stink? Fort is 1d20 + 5 ⇒ (20) + 5 = 25. Nature check is 1d20 + 5 ⇒ (2) + 5 = 7.


I'll take the roundabout way to 14,5 to avoid and AoO. I'm armed with sword and shield.


My inititive is 11 + 3=13


init: 1d20 + 4 ⇒ (6) + 4 = 10


Tale of Days Current Battlemap City Map

Initiative:
kwava 21
Trystan 20
Lizard guy 17
Brenin 15
Rees 13
Lia 10

As far as what spells, etc have been used, here's what I have recorded...

Rees - Mage Armor (spell & scroll), Shocking grasp x 3, Burning Gaze, Darkvision, heal hex on Brenin

Trystan - Channel energy x 2, Divine Favor -> CLW, Enthrall, Spiritual Weapon, Bless.

Brenin chokes back the bile as he nears his foe.

The cave with the mushrooms qualifies as low-light, so the elves and half-elves can see but the humans suffer -4 to actions. This is the situation up to the farther chamber. In the farther chamber, humans with unaided vision are blind (see core 442). Half-elves and Elves suffer -4 from about x=11 to x=14. Beyond x=14, the elves are blind as well and only darkvision-endowed folks can see.

Despite these restrictions, Kwava steps up to the 'doorway' of the cave and lets an arrow fly into the melee between Brenin and the lizard monster. The shaft takes the skinny lizard right in the side causing it to retch in pain.

Brenin:
There are others moving around up on the ledge, alerted by the screech of the first. A couple or three.

Trystan is up, though he cannot see much.


"He's not the only one. There's more up on the ledge."


Initiative 1d20 + 2 ⇒ (20) + 2 = 22


Wow, thanks Luke, adding "Powers Used" category to T's sheet right now. Looks like Grim is up before me, but our actions shouldn't conflict. Said he'll post soon, what square is Kwava occupying now?

Well gang, we have a nice little bottleneck here and we are on the right side of it. Shall we get our resident meat-bag up there with Brenin? That bark probably means more goons are a'comin.

Trystan steps forward (to 5/7), reaches down with his free hand and casts light on the biggest mushroom in arms reach.

If needed: Fort 1d20 + 3 ⇒ (15) + 3 = 18


My initiative should be a +1, not +2 so let me know if I need to reroll or if I can just take a 21 rather than 22 for init.

Any thoughts on strat? I am thinking that I should take the point to plug them at the gap, if we can get some light in the far chamber (or if Tryst's light clears the gloom enough for my un-exceptional eyesight).

Let's run these snake men through, I care not for the stench that the leave. Perhaps their corpses will smell more pleasant. The Raven's Blade is hungry for some cold blood, and I could use a new belt.

Isegrim moves through the pack to 5,8 and unlimbers the Raven's Blade

Fortitude: 1d20 + 5 ⇒ (16) + 5 = 21


Tale of Days Current Battlemap City Map

At least at 21 Kwava didn't act out of turn. :)

Updated initiative:
Kwava 21 +
Isegrim 21
Trystan 20
Lizard Monsters 17
Brenin 15
Rees 13
Lia 10

As a rule, your characters are free to talk strategy during a fight, but it's in character (meaning opponents can hear the strategery). Talking's a free action that can be done out of turn - but it's character speech - not player speech.

Also, I added left-hand menu links to maps we've used and to the current set. They're under Campaign Map ->Riddleport->District, where District is the part of town the location was found in. So the caves you're currently in are under Boneyard, and St Casperian's is under Rotgut, for instance.

Trystan's action moves the boundaries of the light penalties to x=12 for dim lighting (-4 to humans, elves unpenalized), x=16 for dark (humans blind, elves -4).

Two more smelly lizards emerge from concealment behind columns to throw javelins at Kwava standing in the 'door' to their cavern. Both of these missiles are offline and the crude weapons clatter against the stone walls to either side of the elf.

Two other monsters - Brenin's original enemy and another who emerges from around a near corner on the shelf - throw themselves at Brenin. They come with crude clubs, clawed hands, and snapping bites from their fetid jaws. In the confused melee, each of the monsters lands a blow with their club. Brenin takes 5 and 3 hp damage from two blows.

Brenin's turn.


Aaaghh...Brenin growls at the slimy creatures.

"Is that the best you got?"

I take a swipe at the already injured foe. Attack is 1d20 + 5 ⇒ (20) + 5 = 25 and damage is 1d8 + 2 ⇒ (7) + 2 = 9.


Confirm if necessary is 1d20 + 5 ⇒ (9) + 5 = 14 and damage is 1d8 + 2 ⇒ (1) + 2 = 3.

I'll back to 13,4.


If anyone's counting, I'm sitting at 12hp out of 25.


Tale of Days Current Battlemap City Map

That agrees with my total hp for Brenin. I'll resolve the attack when I get home tonight. Rees and then Lia can go ahead and act.


Not knowing what else to do, I move next to Isegrim at 6,8. I try to get a glimpse of the enemies eyes with the intent to slumber. Luke if that is impossible I ready my hands with a charge of shocking grasp

And just in case it is needed, my fortitude is 14+1=15


Tale of Days Current Battlemap City Map

Brenin's stabs the monster under the arm. It screams and drops to the ground. Brenin backs out of the range of his other attacker as Rees's witchcraft overwhelms it.

Lia's turn.


oh yea, quick someone coup de grace him!


Lia steps up and adds to the road block. "Way to go Rees!" She does a little booty shake and then admires the man-meat in front of her.

Put me at (6,4). I'm going european and leaning into the group to get them to move; it works in line at Disney, right?


Waiting for Kwavafruit? In the meantime. It turns out that Brenin and Kwava rap. Check 1:10 for darkelf rap on the link. Ranger Dark Elf Rap Chase Dat Gold
Brenin: Do you have a unicorn tattoo?


Isegrim Valko wrote:

Waiting for Kwavafruit? In the meantime. It turns out that Brenin and Kwava rap. Check 1:10 for darkelf rap on the link. Ranger Dark Elf Rap Chase Dat Gold

Brenin: Do you have a unicorn tattoo?

Watchyou talkin' bout Willis? Dat link don't work.


Tale of Days Current Battlemap City Map

Kwava tosses a vial against the back wall of the farther cave where it shatters. Bits of glass rain down in a shower of chemical sparks as the flames of an alchemical fire grenade spring to life. Some of the burning fluid splashes onto the monster perched on the shelf and it screeches and flails at the persistent drop of pain.

Can't you just smell the sweet aroma of a man sized stink lizard roasting in a chemical fire? Lia's the only one who hasn't given me a Fort save

The fire on the wall drains down to the floor, creating a field of flame that now dimly lights the combat.

Isegrim's up.


Oh this armour. So slow and encumbering. My cut and paste of the url missed a letter. Try this: http://www.youtube.com/watch?v=tovznQvqVok

By the Ascendent Beers of Cayden these foul beasties smell like Trytan's cooking! Ready your putrid guts for a taste of cold steel...as soon as I can get there. Fall back a bit Brenin, let them try their claws against this steel turtle shell which weighs me back. It is perhaps a bit more durable than your delicate Ranger's complexion.

Isegrim to 5,12


Tale of Days Current Battlemap City Map

I chance encounter a LARPing group at one of our local parks occasionally. That is high-quality entertainment! Great link.

Isegrim, you should use your standard action to ready an attack in case someone steps up to you. You moved 20' as a move action, but no sense in wasting your standard action.

Trystan's turn.


And Isegrim readies to attack these snake bastards.


Trystan's crossbow lets loose a mighty twang in the direction of the downed opponent. He immediately reloads after.

Attack 1d20 + 5 ⇒ (20) + 5 = 25 plus any +/- for light conditions/prone target

Damage 1d8 ⇒ 5


Confirm 1d20 + 5 ⇒ (7) + 5 = 12

Additional damage 1d8 ⇒ 5


Trystan Glenfauran wrote:

Trystan's crossbow lets loose a mighty wang in the direction of the downed opponent. He immediately reloads after.

Attack 1d20+5 plus any +/- for light conditions/prone target

Damage 1d8

Nice Trystan. Class act.

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